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(+1)

The game looks excellent.  A lot of work must of gone into the 3D graphics.  Really beautiful music, sets an odd mood for a survival Roguelike though, surely?

Recommendations:

- The controls are odd.  Why not simply automatically move the player to where you left click?  And why not make right click cancel the current action?

- Make a view info panel that shows information about a tile/animal clicked on.  I'd like to know what actions I can take on a given tile.

- The player character looks really strange, especially in light of how nice the rest of the game world is, including what appear to be background elements!  The PC should be the highlight.  It only even shows up when moving.  After a battle, I couldn't even see where on the map I was.

- The combat screen could be improved.  You've got such nice scenery, but no Roguelike basics like weapons, or shields?

- I would leave out the free view camera mode.  Not only does it seem buggy, but it's unnecessary.

- Some of the UI elements disappear from view at lower resolutions.  I simply switched to fullscreen mode, but you'll want to fix the UI scaling.


I'll leave it there.  It's a lot of feedback and there's quite a lot of other games.

(+1)

Hi, thank you so much for your very detailed feedback. I really appreciate it. It's a great help with further development. I'll gladly test your game and give you a detailed review.

I invested most of my seven days in world generation because that's what I enjoy most. Then time ran short, and I still needed the inventory and combat system, which ended up taking more time than I expected. That's why it doesn't look quite finished yet. It's not a masterpiece, but I'm motivated to continue working on the game.

I didn't compose the music myself. Those credits go to the talented composer Liborio Conti.

In the original "Curious Expedition," you also have to conserve your food rations. Each type of terrain has different movement costs. Hills cost a lot of movement points, grass is cheap, and swamps are very expensive. If you were to start moving immediately, you wouldn't be able to plan for a "cheaper" route to reach your destination. In this demo, I was very generous with the starting rations. That will soon change. The basic idea is that you don't have enough of anything.

Basically, all the issues you noticed (resolution/interface, players, items) are related to time constraints. I was aware of these issues but couldn't change them. I can only work on it for a limited time each day. Nevertheless, I always appreciate honest feedback and suggestions because, as a developer, you usually have a different perspective on your game than a tester.